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What are the Pros and Cons of Combos in Commander?

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When you sit down for a game of Commander, one of the first things you'll do is discuss power levels. How strong is your deck? Are you playing cEDH? This is just to gauge how fun a game will be for everyone, hoping that everyone has an opportunity to win. Sometimes saying a number doesn't do the job of helping others pick their decks, so we talk about some specific things: Fast Mana, Free Spells, and Infinite Combos. In this series, I'll answer the question: What are the Pros and Cons of these things in your decks, starting first with Infinite Combos.

What is an infinite combo? The consensus is it is a combination of cards that produce an effect that is repeatable indefinitely. Some examples are Peregrine Drake and Deadeye Navigator. Peregrine Drake enters and untaps 5 lands. Deadeye uses 1u to flicker Peregrine Drake and you use the new mana to keep flickering until you have infinite mana. If you have a way to draw on entering like Lonis, Cryptozoologist, you can play your whole deck. It makes sense that if we are gauging power level, being able to repeat an interaction that is synergistic to your deck is important. So, what are the pros and cons

Peregrine Drake
Deadeye Navigator
Lonis, Cryptozoologist

It is no secret that a lot of people often carry animosity toward combo decks. I've had many interactions where players will want no combo decks in the pod, or insist that they don't play many combos, or say the combos require a lot of set up. This is because there is a huge stigma surrounding combo decks. Why is that?

There are many theories about this:

  • One theory is because Infinite combos make the game end suddenly. It is potentially not very fun to set up a board in an hour or two long game to suddenly lose to something in an opponent's hand. Magic: The Gathering. Is a fun game surrounding interaction and unpredictability and strategy. It's hard to hit all those notes from something that comes completely out of nowhere. However, a Craterhoof Behemoth or a Last March of the Ents with Concordant Crossroads could very well end the game too. An aggressive, one card win, seems less upsetting because it requires more mana and creatures and combat, but wins out of nowhere as well.
  • Another theory is combos require a lot of knowledge to effectively interact with. Having a Swords to Plowshares against a Grave Crawler, Phyrexian Altar, Diregraf Captain might actually work to end the loop, but the timing is deeply important. You would have to wait until the resolution of Gravecrawler entering the grave to exile the Diregraft Captain, else Gravecrawler can be sacrificed in response, continuing the loop. This is a huge chasm of information needed and you would have to have the Swords too. This makes interacting with an infinite combo difficult for most players.
  • The last theory is that many Infinite Combos are difficult to prepare for. Good infinite combos are low to the ground in terms of mana, or the first step is to produce infinite mana and then incorporate card draw or life drain. The reason for this is because setting up a combo opens up interaction. Players can band together to look for answers. When it shows up on the turn it is set up, it gives opponents less time and resources to stop it. It makes players feel helpless in a game designed to make you feel powerful with your ability to interact.

Gravecrawler
Phyrexian Altar
Diregraf Captain

Upon discussing the stigma of infinite combos, the questions still remains is why should we or shouldn't we play them? It's decisive in terms of winning in a game where you're trying to win. However, Commander is a game of politics and social interaction, and keeping everyone happy in a game is integral. Getting people to keep playing games with you is important to keep enjoying games. We know this is true because of how often people discuss infinite combos in the meta of picking decks and having fun.

I don't know if there is a true answer to this questions, but I'll share my take. What are the Pros and Cons of Comboing in Commander? I think sometimes infinite combos decisively end a game just like other non-infinite synergies in decks. A late game Insurrection in a Prossh, Skyraider of Kher deck is almost always game or close to it. It does feel bad to work hard in a game and lose to something with no way to interact, but after a fifth board wipe, the game just needs to end. Maybe this is a cope, but it's refreshing to lose decisively in a game. However, I find that a combo should come later rather than earlier. I'd like to enjoy a game of Magic before losing.

Let me hear your thoughts! I'm @cashinds.bsky.social on Blue Sky. Thank you so much for taking the time to read. I hope this helps in your next deck-building session!

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